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Immersive Weese

Hackathon Immersive Weese

Immersive Weese

Immersive Weese

An original event to reinterpret company products through the creativity of young men and women and the use of new technology

The Fondazione Mondo Digitale and Weese, the leading company in Italy for the production of bio-climactic greenhouses and panoramic protections in glass, have designed an original event to reinterpret company products through the creativity of young men and women and the use of new technology.

 

Objectives

  • Develop new multichannel solutions for user immersive experience;
  • Help young men and women to reap the opportunities and needs of the labour market;
  • Promote the country’s digital transformation from school to industry;
  • Contribute to the reduction of the mismatch between the competences of the young and market requests;
  • Train a new generation of workers with a creative and innovative spirit;
  • Experiment the values of open innovation and collaborative work.

 

Activities

Hackathon - User Experience Meets State-of-the-Art Craftsmanship

Mixed teams of developers, programmers, designers, creatives, architects, interaction designers and school-work programme students will participate in a challenge to develop apps that will improve the experience of the company’s sales points both for sellers and clients. The winning team will receive a 2000-euro prize and the opportunity to develop the project with Weese.

 

UX in Action

A 60-hour school-work programme with activities held at the company and at the Phyrtual Innovation Gym. Labs, workshops and days at the company with a module based on user experience and immersive tools. Expert coaches help the students to experiment with innovative solutions that strengthen multichannel user experience.

 

Weese Corner

Students on the school-work programme at the Phyrtual Innovation Gym

will develop a prototype of a bio-climactic greenhouse with the help of makers and designers. The area will become a permanent company corner.

 

Numbers

  • 25 second-degree secondary school students
  • 60 hours of school-work programme
  • 3 types of activities
  • 80 professionals involved in the hackathon

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